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- func _process(_delta):
- var lived = Time.get_ticks_msec()-batch.spawntime
- position = (starting_position+transform_function.call(lived))*Vector2(batch.get_parent().horidir,1) #FIXME AI/PLAYER ABSTRACTION
- #NOTE assigning the shape each frame breaks collisions because of in-engine delays
- var newkey = Fighter.sort_keyframe_array(hitboxes,lived)
- if currkey != newkey:
- shape = newkey.meta.call()
- return
- i was assigning to shape every frame instead of every time i need to, godon't has some r33333t4rd4d (lol @ pasteshit.cum) in-engine delays for accepting a shape2d as the shape of a collisionobject2d, there are skipped frames but who cares tbqh, if it ever comes up as a problem i will design around it.
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